You wake up in a dark alley, not knowing anything. What has happened anyway? You struggle after the truth and answers. Answers you want to know in the darkness and fear, which makes your heartbeat race like violent blows against your head. Where do "they" come from? What has happened? Are you just turning insane? The time is up; you can't stay there reading your smses forever. It's time to head out and find the answers.
Cry of Fear is a singleplayer modification of Half-Life 1 which brings you the horror you've always been afraid of.
It's a total conversion of Half-Life 1, which means it uses NO Half-Life 1 content or other peoples' files. It's all made exclusively by the developers. It also uses new gaming styles that you will rarely find in Half-Life mods, such as advanced cutscenes and other stuff that will be revealed at a later date.

If it was ep2 the whole bricks were jumping and having insane-collide, for me orange box engine physics are a little anormal :P, maybe i would say "it's like HL2 physics" <= because havok's ones hasn't insane collide.

@~Saxon~: yeah, most of the maps have pre-animated models, like in the start, in the part when the train bridge broke all.

True but they did so by changing the format in which levels were played on. Whereas GS originally used .bsp (and I think .map) the ESF levels are like relatively new compared to .bsp. But it is on the same engine, so I guess u r right.

Yep, I modelled it brick by brick so that each individual piece has its own bone, textured it and then rigged it up to Reactor in 3DS Max. Cue 3 or 4 hours later and the ******* thing finally works as it should.

Seriously, wow. Forget the hammer (which is awesome anyway), but damn! Sir Minuit, awesome f*ing job on that wall breaking script. Looks friggin sweet! Seriously, I didn't expect stuff like this in this mod, it looked awesome so far, but I didn't count in scripted stuff for other things then enemies. Really awesome.

Looks really good, but it would look even better with a stage-by-stage animation. So the first hit dislodges a couple of bricks, then the second hit knocks them through and dislodges a few more, then the final hit sends the whole thing crashing down. A similar system is used in Left 4 Dead when the zombies break down doors.

Not only would this look more realistic (physics-wise) but it would also give the player some visual feedback to reaffirm that their actions ARE having an effect on the wall. Some people might give up after 1 or 2 hits because nothing happened. Feedback is crucial for the player.

There is feedback, the wall makes a crumbling sound every time you hit it. You can't really tell in the video because you don't hear the sledgehammer hitting anything but those bricks, but there is a difference in sound.